Bump to OPENRNDR 0.3.44-rc.2
This commit is contained in:
18
openrndr-demos/src/demo/kotlin/DemoCircleBatch01.kt
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18
openrndr-demos/src/demo/kotlin/DemoCircleBatch01.kt
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@@ -0,0 +1,18 @@
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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/*
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This demo just verifies that drawing a single circle still works with revamped circle drawing code
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*/
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fun main() = application {
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program {
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extend {
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drawer.clear(ColorRGBa.GRAY)
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drawer.fill = ColorRGBa.PINK
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drawer.stroke = ColorRGBa.WHITE
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drawer.strokeWeight = 2.0
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drawer.circle(100.0, 100.0, 50.0)
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drawer.rectangle(100.0, 100.0, 50.0, 50.0)
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}
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}
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}
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28
openrndr-demos/src/demo/kotlin/DemoCircleBatch02.kt
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28
openrndr-demos/src/demo/kotlin/DemoCircleBatch02.kt
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@@ -0,0 +1,28 @@
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.circleBatch
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/*
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This program demonstrates creating "pre-baked" batches of circles. Batches can have varying fill, stroke and
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strokeWeight settings.
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Batches are (currently) static but stored in GPU memory. Batches are fast to draw.
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*/
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fun main() = application {
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program {
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val batch = drawer.circleBatch {
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this.fill = ColorRGBa.PINK
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for (i in 0 until 100) {
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this.strokeWeight = Math.random() * 5.0
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this.circle(Math.random() * width, Math.random() * height, 50.0 * Math.random() + 50.0 )
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}
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}
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extend {
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drawer.clear(ColorRGBa.GRAY)
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drawer.circles(batch)
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}
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}
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}
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15
openrndr-demos/src/demo/kotlin/DemoColorBufferCopy01.kt
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15
openrndr-demos/src/demo/kotlin/DemoColorBufferCopy01.kt
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@@ -0,0 +1,15 @@
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import org.openrndr.application
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import org.openrndr.draw.*
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import org.openrndr.extras.camera.Orbital
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import org.openrndr.extras.meshgenerators.boxMesh
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fun main() = application {
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program {
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val cb0 = loadImage("demo-data/images/image-001.png")
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val cb1 = cb0.createEquivalent()
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extend {
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cb0.copyTo(cb1)
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drawer.image(cb1)
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}
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}
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}
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37
openrndr-demos/src/demo/kotlin/DemoGeometryShader01.kt
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37
openrndr-demos/src/demo/kotlin/DemoGeometryShader01.kt
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@@ -0,0 +1,37 @@
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.DrawPrimitive
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import org.openrndr.draw.Shader
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import org.openrndr.draw.shadeStyle
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import org.openrndr.extras.camera.Orbital
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import org.openrndr.extras.meshgenerators.boxMesh
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import org.openrndr.resourceUrl
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fun main() {
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application {
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program {
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val vb = boxMesh()
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val shader = Shader.Companion.createFromUrls(
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vsUrl = resourceUrl("/shaders/gs-01.vert"),
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gsUrl = resourceUrl("/shaders/gs-01.geom"),
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fsUrl = resourceUrl("/shaders/gs-01.frag")
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)
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extend(Orbital())
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extend {
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drawer.clear(ColorRGBa.PINK)
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shader.begin()
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shader.uniform("offset", mouse.position.xy0)
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shader.uniform("view", drawer.view)
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shader.uniform("proj", drawer.projection)
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shader.uniform("model", drawer.model)
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driver.drawVertexBuffer(shader, listOf(vb), DrawPrimitive.TRIANGLES, 0, vb.vertexCount)
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shader.end()
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drawer.shadeStyle = shadeStyle {
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vertexPreamble = "krak"
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}
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//drawer.vertexBuffer(vb, DrawPrimitive.TRIANGLES, 0, vb.vertexCount)
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}
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}
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}
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}
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51
openrndr-demos/src/demo/kotlin/DemoImageLoadStore01.kt
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51
openrndr-demos/src/demo/kotlin/DemoImageLoadStore01.kt
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@@ -0,0 +1,51 @@
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.*
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import org.openrndr.extras.meshgenerators.planeMesh
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import org.openrndr.internal.Driver
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import org.openrndr.math.Vector3
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fun main() = application {
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program {
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val shader = Shader.createFromCode(vsCode =
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"""
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#version 430
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in vec3 a_position;
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in vec2 a_texCoord0;
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in vec3 a_normal;
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uniform mat4 projMatrix;
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uniform mat4 viewMatrix;
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void main() {
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gl_Position = projMatrix * vec4(a_position, 1.0);
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}
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""",
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fsCode = """
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#version 430
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out vec4 o_color;
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layout(rgba8) uniform image2D bla;
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void main() {
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imageStore(bla, ivec2(30,30), vec4(1.0, 0.0, 0.0, 1.0));
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o_color = vec4(1.0);
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}
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""", name = "ils")
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val cb = colorBuffer(128, 128)
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val mesh = planeMesh(Vector3.ZERO, Vector3.UNIT_X, Vector3.UNIT_Y, -Vector3.UNIT_Z, 100.0, 100.0)
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extend {
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drawer.clear(ColorRGBa.PINK)
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shader.begin()
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shader.image("bla", 0, cb.imageBinding(0, ImageAccess.READ_WRITE))
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shader.uniform("viewMatrix", drawer.view)
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shader.uniform("projMatrix", drawer.projection)
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Driver.instance.drawVertexBuffer(shader, listOf(mesh), DrawPrimitive.TRIANGLES, 0, mesh.vertexCount)
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shader.end()
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drawer.clear(ColorRGBa.BLACK)
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drawer.image(cb)
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}
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}
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}
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26
openrndr-demos/src/demo/kotlin/DemoImageLoadStore02.kt
Normal file
26
openrndr-demos/src/demo/kotlin/DemoImageLoadStore02.kt
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@@ -0,0 +1,26 @@
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.*
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import org.openrndr.extras.meshgenerators.planeMesh
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import org.openrndr.internal.Driver
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import org.openrndr.math.Vector3
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fun main() = application {
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program {
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val cb = colorBuffer(128, 128)
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extend {
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val ss = shadeStyle {
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fragmentTransform = """
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imageStore(p_image, ivec2(30.0, 30.0), vec4(1.0, 0.0, 0.0, 1.0));
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""".trimIndent()
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parameter("image", cb.imageBinding(0, ImageAccess.READ_WRITE))
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}
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drawer.shadeStyle = ss
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drawer.clear(ColorRGBa.PINK)
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drawer.rectangle(0.0, 0.0, 100.0, 100.0)
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drawer.image(cb, 0.0, 200.0)
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}
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}
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}
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29
openrndr-demos/src/demo/kotlin/DemoImageLoadStore03.kt
Normal file
29
openrndr-demos/src/demo/kotlin/DemoImageLoadStore03.kt
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@@ -0,0 +1,29 @@
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.*
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fun main() = application {
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program {
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val cb = colorBuffer(128, 128)
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val at = arrayTexture(128, 128, 32)
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val vt = volumeTexture(32, 32, 32)
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extend {
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val ss = shadeStyle {
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fragmentTransform = """
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imageStore(p_image, ivec2(30.0, 30.0), vec4(1.0, 0.0, 0.0, 1.0));
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imageStore(p_vt, ivec3(2, 2, 2), vec4(1.0, 0.0, 0.0, 1.0));
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imageStore(p_at, ivec3(2, 2, 2), vec4(1.0, 0.0, 0.0, 1.0));
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""".trimIndent()
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parameter("at", at.imageBinding(0, ImageAccess.READ_WRITE))
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parameter("image", cb.imageBinding(0, ImageAccess.READ_WRITE))
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parameter("vt", vt.imageBinding(0, ImageAccess.READ_WRITE))
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}
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drawer.shadeStyle = ss
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drawer.clear(ColorRGBa.PINK)
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drawer.rectangle(0.0, 0.0, 100.0, 100.0)
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drawer.image(cb, 0.0, 200.0)
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}
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}
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}
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33
openrndr-demos/src/demo/kotlin/DemoLineDash01.kt
Normal file
33
openrndr-demos/src/demo/kotlin/DemoLineDash01.kt
Normal file
@@ -0,0 +1,33 @@
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.shadeStyle
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import org.openrndr.extensions.Screenshots
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import org.openrndr.math.Polar
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import org.openrndr.shape.contour
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fun main() = application {
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program {
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val style = shadeStyle {
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//fragmentTransform = "x_stroke.a *= step(0.5, fract(c_contourPosition / p_dashLen));"
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fragmentTransform = "x_stroke.a *= smoothstep(0.0, 1.0, mod(c_contourPosition, p_dashLen)) * smoothstep(p_dashLen, p_dashLen-1.0, mod(c_contourPosition, p_dashLen));"
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parameter("dashLen", 20.0)
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}
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extend {
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drawer.run {
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clear(ColorRGBa.WHITE)
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stroke = ColorRGBa.BLACK.opacify(0.5)
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val c = contour {
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moveTo(100.0, 100.0)
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continueTo(100.0, 300.0)
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continueTo(bounds.center + Polar(seconds * 30, 100.0).cartesian)
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continueTo(500.0, 100.0)
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continueTo(600.0, 100.0)
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}
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shadeStyle = style
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contour(c)
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drawer.lineSegment(0.0, 0.0, width*1.0, height*1.0)
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}
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}
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}
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}
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53
openrndr-demos/src/demo/kotlin/DemoTessShader01.kt
Normal file
53
openrndr-demos/src/demo/kotlin/DemoTessShader01.kt
Normal file
@@ -0,0 +1,53 @@
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.*
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import org.openrndr.extras.camera.Orbital
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import org.openrndr.extras.meshgenerators.boxMesh
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import org.openrndr.math.Vector3
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import org.openrndr.resourceUrl
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fun main() {
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application {
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program {
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val vb = vertexBuffer(vertexFormat {
|
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position(3)
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}, 12)
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val shader = Shader.Companion.createFromUrls(
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vsUrl = resourceUrl("/shaders/ts-01.vert"),
|
||||
tcsUrl = resourceUrl("/shaders/ts-01.tesc"),
|
||||
tesUrl = resourceUrl("/shaders/ts-01.tese"),
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fsUrl = resourceUrl("/shaders/ts-01.frag")
|
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)
|
||||
|
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vb.put {
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write(Vector3(0.0, 0.0, 0.0))
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write(Vector3(100.0, 0.0, 0.0))
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write(Vector3(140.0, 200.0, 0.0))
|
||||
write(Vector3(200.0, 300.0, 0.0))
|
||||
write(Vector3(0.0, 0.0, 0.0))
|
||||
write(Vector3(100.0, 0.0, 0.0))
|
||||
write(Vector3(140.0, 200.0, 0.0))
|
||||
write(Vector3(200.0, 400.0, 0.0))
|
||||
write(Vector3(0.0, 0.0, 0.0))
|
||||
write(Vector3(100.0, 0.0, 0.0))
|
||||
write(Vector3(140.0, 200.0, 0.0))
|
||||
write(Vector3(200.0, 500.0, 0.0))
|
||||
}
|
||||
|
||||
extend {
|
||||
drawer.clear(ColorRGBa.PINK)
|
||||
shader.begin()
|
||||
shader.uniform("offset", mouse.position.xy0)
|
||||
shader.uniform("view", drawer.view)
|
||||
shader.uniform("proj", drawer.projection)
|
||||
shader.uniform("model", drawer.model)
|
||||
driver.drawVertexBuffer(shader, listOf(vb), DrawPrimitive.PATCHES, 0, vb.vertexCount)
|
||||
|
||||
|
||||
shader.end()
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
51
openrndr-demos/src/demo/kotlin/DemoTessShader02.kt
Normal file
51
openrndr-demos/src/demo/kotlin/DemoTessShader02.kt
Normal file
@@ -0,0 +1,51 @@
|
||||
import org.openrndr.application
|
||||
import org.openrndr.color.ColorRGBa
|
||||
import org.openrndr.draw.*
|
||||
import org.openrndr.extras.camera.Orbital
|
||||
import org.openrndr.extras.meshgenerators.boxMesh
|
||||
import org.openrndr.math.Vector3
|
||||
import org.openrndr.resourceUrl
|
||||
|
||||
fun main() {
|
||||
application {
|
||||
program {
|
||||
val vb = vertexBuffer(vertexFormat {
|
||||
position(3)
|
||||
}, 12)
|
||||
|
||||
val shader = Shader.createFromUrls(
|
||||
vsUrl = resourceUrl("/shaders/ts-02.vert"),
|
||||
tcsUrl = resourceUrl("/shaders/ts-02.tesc"),
|
||||
tesUrl = resourceUrl("/shaders/ts-02.tese"),
|
||||
gsUrl = resourceUrl("/shaders/ts-02.geom"),
|
||||
fsUrl = resourceUrl("/shaders/ts-02.frag")
|
||||
)
|
||||
|
||||
vb.put {
|
||||
write(Vector3(0.0, 0.0, 0.0))
|
||||
write(Vector3(100.0, 0.0, 0.0))
|
||||
write(Vector3(140.0, 200.0, 0.0))
|
||||
write(Vector3(200.0, 300.0, 0.0))
|
||||
write(Vector3(0.0, 0.0, 0.0))
|
||||
write(Vector3(100.0, 0.0, 0.0))
|
||||
write(Vector3(140.0, 200.0, 0.0))
|
||||
write(Vector3(200.0, 400.0, 0.0))
|
||||
write(Vector3(0.0, 0.0, 0.0))
|
||||
write(Vector3(100.0, 0.0, 0.0))
|
||||
write(Vector3(140.0, 200.0, 0.0))
|
||||
write(Vector3(200.0, 500.0, 0.0))
|
||||
}
|
||||
|
||||
extend {
|
||||
drawer.clear(ColorRGBa.PINK)
|
||||
shader.begin()
|
||||
shader.uniform("offset", mouse.position.xy0)
|
||||
shader.uniform("view", drawer.view)
|
||||
shader.uniform("proj", drawer.projection)
|
||||
shader.uniform("model", drawer.model)
|
||||
driver.drawVertexBuffer(shader, listOf(vb), DrawPrimitive.PATCHES, 0, vb.vertexCount)
|
||||
shader.end()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
33
openrndr-demos/src/demo/kotlin/DemoVolumeTexture01.kt
Normal file
33
openrndr-demos/src/demo/kotlin/DemoVolumeTexture01.kt
Normal file
@@ -0,0 +1,33 @@
|
||||
import org.openrndr.application
|
||||
import org.openrndr.color.ColorRGBa
|
||||
import org.openrndr.draw.*
|
||||
import org.openrndr.extensions.Screenshots
|
||||
|
||||
|
||||
fun main() = application {
|
||||
program {
|
||||
|
||||
val screenshots = extend(Screenshots()) {
|
||||
|
||||
}
|
||||
|
||||
val volumeTexture = VolumeTexture.create(128,128,32)
|
||||
val rt = renderTarget(128, 128) {
|
||||
volumeTexture(volumeTexture, 0)
|
||||
}
|
||||
|
||||
val cb = colorBuffer(128, 128)
|
||||
extend {
|
||||
|
||||
screenshots.afterScreenshot
|
||||
|
||||
drawer.isolatedWithTarget(rt) {
|
||||
drawer.ortho(rt)
|
||||
drawer.clear(ColorRGBa.PINK)
|
||||
}
|
||||
volumeTexture.copyTo(cb, 0)
|
||||
drawer.image(cb)
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
11
openrndr-demos/src/demo/resources/shaders/gs-01.frag
Normal file
11
openrndr-demos/src/demo/resources/shaders/gs-01.frag
Normal file
@@ -0,0 +1,11 @@
|
||||
#version 430 core
|
||||
|
||||
out vec4 o_color;
|
||||
|
||||
in vec3 va_position;
|
||||
in vec3 va_normal;
|
||||
in vec4 v_addedProperty;
|
||||
|
||||
void main() {
|
||||
o_color = v_addedProperty;
|
||||
}
|
||||
29
openrndr-demos/src/demo/resources/shaders/gs-01.geom
Normal file
29
openrndr-demos/src/demo/resources/shaders/gs-01.geom
Normal file
@@ -0,0 +1,29 @@
|
||||
#version 430 core
|
||||
|
||||
layout (triangles) in;
|
||||
layout (triangle_strip, max_vertices = 3) out;
|
||||
|
||||
in InVertex {
|
||||
vec3 va_position;
|
||||
vec3 va_normal;
|
||||
vec4 v_addedProperty;
|
||||
} vertices[];
|
||||
|
||||
out vec3 va_position;
|
||||
out vec3 va_normal;
|
||||
out vec4 v_addedProperty;
|
||||
|
||||
|
||||
uniform vec3 offset;
|
||||
|
||||
void main() {
|
||||
int i;
|
||||
for(i = 0;i < gl_in.length();i++) {
|
||||
v_addedProperty = vertices[i].v_addedProperty;
|
||||
va_normal = vertices[i].va_normal;
|
||||
va_position = vertices[i].va_position;
|
||||
gl_Position = gl_in[i].gl_Position;
|
||||
EmitVertex();
|
||||
}
|
||||
EndPrimitive();
|
||||
}
|
||||
22
openrndr-demos/src/demo/resources/shaders/gs-01.vert
Normal file
22
openrndr-demos/src/demo/resources/shaders/gs-01.vert
Normal file
@@ -0,0 +1,22 @@
|
||||
#version 430 core
|
||||
|
||||
in vec3 a_position;
|
||||
in vec3 a_normal;
|
||||
in vec2 a_texCoord0;
|
||||
|
||||
out InVertex {
|
||||
vec3 va_position;
|
||||
vec3 va_normal;
|
||||
vec4 v_addedProperty;
|
||||
} vertexOut;
|
||||
|
||||
uniform mat4 view;
|
||||
uniform mat4 proj;
|
||||
uniform mat4 model;
|
||||
|
||||
void main() {
|
||||
vertexOut.v_addedProperty = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
vertexOut.va_position = a_position;
|
||||
vertexOut.va_normal = a_normal;
|
||||
gl_Position = proj * view * model * vec4(a_position, 1.0);
|
||||
}
|
||||
13
openrndr-demos/src/demo/resources/shaders/ts-01.frag
Normal file
13
openrndr-demos/src/demo/resources/shaders/ts-01.frag
Normal file
@@ -0,0 +1,13 @@
|
||||
#version 430 core
|
||||
|
||||
out vec4 o_color;
|
||||
|
||||
|
||||
|
||||
//in vec3 va_position;
|
||||
//in vec3 va_normal;
|
||||
//in vec4 v_addedProperty;
|
||||
|
||||
void main() {
|
||||
o_color = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
16
openrndr-demos/src/demo/resources/shaders/ts-01.tesc
Normal file
16
openrndr-demos/src/demo/resources/shaders/ts-01.tesc
Normal file
@@ -0,0 +1,16 @@
|
||||
#version 430 core
|
||||
|
||||
layout(vertices = 4) out; // 4 points per patch
|
||||
|
||||
|
||||
|
||||
in vec3 va_position[];
|
||||
out vec3 cva_position[];
|
||||
|
||||
void main() {
|
||||
cva_position[gl_InvocationID] = va_position[gl_InvocationID];
|
||||
if(gl_InvocationID == 0) { // levels only need to be set once per patch
|
||||
gl_TessLevelOuter[0] = 1; // we're only tessellating one line
|
||||
gl_TessLevelOuter[1] = 4; // tessellate the line into 100 segments
|
||||
}
|
||||
}
|
||||
41
openrndr-demos/src/demo/resources/shaders/ts-01.tese
Normal file
41
openrndr-demos/src/demo/resources/shaders/ts-01.tese
Normal file
@@ -0,0 +1,41 @@
|
||||
|
||||
#version 430 core
|
||||
|
||||
vec3 bezier2(vec3 a, vec3 b, float t) {
|
||||
return mix(a, b, t);
|
||||
}
|
||||
vec3 bezier3(vec3 a, vec3 b, vec3 c, float t) {
|
||||
return mix(bezier2(a, b, t), bezier2(b, c, t), t);
|
||||
}
|
||||
vec3 bezier4(vec3 a, vec3 b, vec3 c, vec3 d, float t) {
|
||||
return mix(bezier3(a, b, c, t), bezier3(b, c, d, t), t);
|
||||
}
|
||||
|
||||
struct Vertex {
|
||||
vec3 va_position;
|
||||
vec3 va_normal;
|
||||
vec4 v_addedProperty;
|
||||
};
|
||||
|
||||
layout(isolines) in;
|
||||
in vec3 cva_position[];
|
||||
|
||||
|
||||
uniform mat4 proj;
|
||||
uniform mat4 view;
|
||||
uniform mat4 model;
|
||||
|
||||
void main() {
|
||||
float t = gl_TessCoord.x;
|
||||
vec3 ePos = bezier4(
|
||||
cva_position[0],
|
||||
cva_position[1],
|
||||
cva_position[2],
|
||||
cva_position[3],
|
||||
|
||||
|
||||
t);
|
||||
|
||||
|
||||
gl_Position = proj * view * model * vec4(ePos, 1);
|
||||
}
|
||||
15
openrndr-demos/src/demo/resources/shaders/ts-01.vert
Normal file
15
openrndr-demos/src/demo/resources/shaders/ts-01.vert
Normal file
@@ -0,0 +1,15 @@
|
||||
#version 430 core
|
||||
|
||||
in vec3 a_position;
|
||||
|
||||
|
||||
out vec3 va_position;
|
||||
|
||||
uniform mat4 view;
|
||||
uniform mat4 proj;
|
||||
uniform mat4 model;
|
||||
|
||||
void main() {
|
||||
va_position = a_position;
|
||||
gl_Position = proj * view * model * vec4(a_position, 1.0);
|
||||
}
|
||||
13
openrndr-demos/src/demo/resources/shaders/ts-02.frag
Normal file
13
openrndr-demos/src/demo/resources/shaders/ts-02.frag
Normal file
@@ -0,0 +1,13 @@
|
||||
#version 430 core
|
||||
|
||||
out vec4 o_color;
|
||||
|
||||
|
||||
|
||||
//in vec3 va_position;
|
||||
//in vec3 va_normal;
|
||||
//in vec4 v_addedProperty;
|
||||
|
||||
void main() {
|
||||
o_color = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
29
openrndr-demos/src/demo/resources/shaders/ts-02.geom
Normal file
29
openrndr-demos/src/demo/resources/shaders/ts-02.geom
Normal file
@@ -0,0 +1,29 @@
|
||||
#version 430 core
|
||||
|
||||
layout (lines) in;
|
||||
layout (line_strip, max_vertices = 2) out;
|
||||
|
||||
in InVertex {
|
||||
vec3 va_position;
|
||||
vec3 va_normal;
|
||||
vec4 v_addedProperty;
|
||||
} vertices[];
|
||||
|
||||
out vec3 va_position;
|
||||
out vec3 va_normal;
|
||||
out vec4 v_addedProperty;
|
||||
|
||||
|
||||
uniform vec3 offset;
|
||||
|
||||
void main() {
|
||||
int i;
|
||||
for(i = 0;i < gl_in.length();i++) {
|
||||
v_addedProperty = vertices[i].v_addedProperty;
|
||||
va_normal = vertices[i].va_normal;
|
||||
va_position = vertices[i].va_position;
|
||||
gl_Position = gl_in[i].gl_Position;
|
||||
EmitVertex();
|
||||
}
|
||||
EndPrimitive();
|
||||
}
|
||||
16
openrndr-demos/src/demo/resources/shaders/ts-02.tesc
Normal file
16
openrndr-demos/src/demo/resources/shaders/ts-02.tesc
Normal file
@@ -0,0 +1,16 @@
|
||||
#version 430 core
|
||||
|
||||
layout(vertices = 4) out; // 4 points per patch
|
||||
|
||||
|
||||
|
||||
in vec3 va_position[];
|
||||
out vec3 cva_position[];
|
||||
|
||||
void main() {
|
||||
cva_position[gl_InvocationID] = va_position[gl_InvocationID];
|
||||
if(gl_InvocationID == 0) { // levels only need to be set once per patch
|
||||
gl_TessLevelOuter[0] = 1; // we're only tessellating one line
|
||||
gl_TessLevelOuter[1] = 4; // tessellate the line into 100 segments
|
||||
}
|
||||
}
|
||||
41
openrndr-demos/src/demo/resources/shaders/ts-02.tese
Normal file
41
openrndr-demos/src/demo/resources/shaders/ts-02.tese
Normal file
@@ -0,0 +1,41 @@
|
||||
|
||||
#version 430 core
|
||||
|
||||
vec3 bezier2(vec3 a, vec3 b, float t) {
|
||||
return mix(a, b, t);
|
||||
}
|
||||
vec3 bezier3(vec3 a, vec3 b, vec3 c, float t) {
|
||||
return mix(bezier2(a, b, t), bezier2(b, c, t), t);
|
||||
}
|
||||
vec3 bezier4(vec3 a, vec3 b, vec3 c, vec3 d, float t) {
|
||||
return mix(bezier3(a, b, c, t), bezier3(b, c, d, t), t);
|
||||
}
|
||||
|
||||
struct Vertex {
|
||||
vec3 va_position;
|
||||
vec3 va_normal;
|
||||
vec4 v_addedProperty;
|
||||
};
|
||||
|
||||
layout(isolines) in;
|
||||
in vec3 cva_position[];
|
||||
|
||||
|
||||
uniform mat4 proj;
|
||||
uniform mat4 view;
|
||||
uniform mat4 model;
|
||||
|
||||
void main() {
|
||||
float t = gl_TessCoord.x;
|
||||
vec3 ePos = bezier4(
|
||||
cva_position[0],
|
||||
cva_position[1],
|
||||
cva_position[2],
|
||||
cva_position[3],
|
||||
|
||||
|
||||
t);
|
||||
|
||||
|
||||
gl_Position = proj * view * model * vec4(ePos, 1);
|
||||
}
|
||||
15
openrndr-demos/src/demo/resources/shaders/ts-02.vert
Normal file
15
openrndr-demos/src/demo/resources/shaders/ts-02.vert
Normal file
@@ -0,0 +1,15 @@
|
||||
#version 430 core
|
||||
|
||||
in vec3 a_position;
|
||||
|
||||
|
||||
out vec3 va_position;
|
||||
|
||||
uniform mat4 view;
|
||||
uniform mat4 proj;
|
||||
uniform mat4 model;
|
||||
|
||||
void main() {
|
||||
va_position = a_position;
|
||||
gl_Position = proj * view * model * vec4(a_position, 1.0);
|
||||
}
|
||||
Reference in New Issue
Block a user